Wukong Build Guide by kalithas101
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
This here is my first guide, and I'd like to honor it to my favorite character, Wukong. My build for Wukong is a tanky build but I have also made a Crit build for a mixture in my play style, both have worked exceedingly well for me and I hope they work for you too. I would love feedback if anyone sees anything that I could possibly change to make this guide better, please comment below, please enjoy.
In the Plague Jungles, Kong ruled as king. He could wield a unique, natural form of magic and he was driven by zealous ambition. The Plague Jungles were the ideal setting for fostering his growth - he thrived on challenges and flourished in adversity. However, when he had surmounted every obstacle and defeated every opponent, he grew restless. Worried that there was nothing left to overcome, he sought counsel with the monkey sage who lived behind the Grand Waterfall. The sage told him a tale of hairless monkeys to the north who, with wits and strength, bent the world to their will. Kong was overjoyed at the prospect of such worthy competition, and he immediately set out to the north, hoping that the sage's story was true.
Traveling north, he crossed the Southern Wastes and then the Great Barrier. Unaware of the League, he arrived outside the Institute of War where he found Master Yi in meditation. Kong was eager to test the strength of these northern warriors, so he challenged Yi to a duel. Intrigued by Kong, Yi decided to humor him. Within moments of his first strike, Kong knew he was no match for Yi. To be the best, he would need a mentor. He asked Yi to take him as a pupil and to show him the wonders of the northern lands. In return, he would honor Yi by becoming the greatest warrior Runeterra had ever seen. Admiring his passion, Yi agreed, but only under the condition that Kong would one day teach the lessons of Wuju to a pupil of his own. In the spirit of this agreement, he renamed Kong ''Wukong'', and gave him a weapon suited to his unusual nature - an enchanted staff that the young Doran had crafted. The weapon was an unrivalled masterpiece. After rigorous training, Wukong joined the League of Legends to fulfill his promise and show the world the true power of Wuju.
''The first step to wisdom and greatness is realizing how little you know.''
- The first lesson of Master Yi
~He is a great tank if geared well
~With some crit chance and some attack speed his damage output is insane
~His passive just makes him harder to kill the more enemies you have to fight
~Can chase and escape extremely well
Runes & Masteries
Depending on which build you will be using I have a seperate set of runes and masteries for each.
Tank- 0/21/9: I give him this set up to make him extremely tanky early game, and have alot of resistance to about everything, as for my runes set I have a mixture of health, magic resistance and armor. Running magic resistance quintessences because magic users seem to pin down Kong more often than AD carries.
AD- 21/9/0: For my AD kong build I run for more damage then anything specifically going for the crit damage mastery to make up for his lack of damage till end game. The small health bonus from the last 9 points gets you a bit of survivability beginning game. As for runes I run AD per level, armor penetration, magic resistance, and armor.
Tank: I find this section most important for tanking Kong, specifically having Randuin's, it makes it easy to get away and to finish off a enemy. After I get my first big item, I get my boots, I prefer the Ionian because of Kong's slow cooldowns, it just makes spamming my moves and getting away much easier. I like getting frozen, so that red is free for a ad carry on my team, and it also boosts my health a good chunk. Banshees is useful in almost any game, I have still yet to play a game where banshees has failed me. Thornmail is nice, but replaceable with FoN if there isn't too much ad on the enemy team. And, I just threw Warmogs in at the end as a filler, I am trying to find a more useful replacement
AD: Kong as an AD/Crit carry uses a very 2 shot mindset, so I set up his build to do just that. When you charge in you should have enough AD with the BF items that you have by end game to two or three shot any squishy that wanders in front of you. While the AS from the rest of your build is there to take out those who don't go down with just a nimbus strike and a crushing blow.
Tank: I find Ghost and Flash to be the most useful summoner spells for Kong too have. I don't really like having exhaust or ignite, because Randuin's takes the place of exhaust and is more effective in my opinion, and I never believed that a tank would need ignite. I don't think teleport is that useful on Kong, he is fast enough to maneuver through lanes with just boots, and he does not die often with this build.
Kong has the ability to dominate a small area very quickly, and distract the enemy while his team can do the damage that they need to do. Engaging with Nimbus Strike or flashing into your Cyclone have proven to be the best way to start off a fight. And once you reach your enemy or your cyclone has finished I either Decoy depending on how low my health is, or Crushing Blow if I have a substantial amount of health. Even after using Crushing Blow, you should still decoy for the bit of damage you Decoy does and also to give the enemy a target to waste their spells on. I have had moments where an enemy champion ignites my decoy and in the long run it saves me. I normally start attacking again right after Decoy wears off unless I'm really tight on health, which by end game almost never happens.
Decoy, is Wukong's in my opinion, hardest move to master. It can get annoying that his clone does not attack and the damage isn't that great either. It is not a spell meant to deal damage, or to make the enemy think it is you for a long period of time. The best place to use it is in a team fight when you are being focused, it allows the enemy to waste hard hitting spells on your decoy while you deal damage to them from somewhere else. The more spells they manage to waste on your decoy the less they have for you when they notice what just happened. It is also a great way to escape when put into a 3v1, 4v1, 5v1, situation. Running into a bush decoying, then running the other way allows you to get away from a large group of enemies, although this works better if you flash right after the invisible effect wears off.
Well that's all, I hope you enjoyed my first build, please give me some feedback if anything can be changed to make this build any bit better. Have fun :)